26 March 2013 - 02:01 CET
After a week of exciting matches on jambi, I feel now is an appropriate time to open a giant can of worms. I will start by highlighting current issues with jambi, then by sharing my personal suggestions of changes that can be made.
Problems:
1. Jambi is marine favored.
After looking at ns2stats.org, Jambi is currently favoring marines with a 65% win rate. Pipeworks has a 40% alien win rate, while waste has a 30% win rate. While some of the problems with each start hive are related, some are also different.
2. Marines have a huge res advantage.
Because Jambi is a big map, it is very easy for marines to hold 5+ res nodes in a game. Upgrades / jetpacks are relatively easy to get. On Aliens, its a totally different story. Every alien res node is usually being contested throughout the game. With focal points in oxy, organ donation, it can be difficult for aliens to hold res nodes.
3. As each game progresses, it becomes easier for marines to win.
Onos are ineffective on Jambi because of it's size. It can be difficult for onos to re-position on the map, especially with jetpack marines on the field. As marines get more upgrades, fades become pretty obsolete as well, as there are many corners and it can be tough to blink around.
4. Gravity, Room X Phase gates give marines too much access points to key locations. A robo in gravity can help arc out organ donation, pipe, oxy, and waste. It also gives marines easy access to any point along the map.
Potential changes.
1. Remove the smoking lounge pocket from bay wing.
This is a temporary fix. We plan on redesigning bay wing without cat walks, but this should help aliens hold waste hive. Marines can arc out too easily from bay wing.
2 A. Move shipping's rt to repair room.
Shipping RT is too close to marine spawn. When an alien bites on it, a marine can defend it in a matter of seconds.
2 B. Remove shipping's rt.
I am leaning towards this solution. This can help equalize the marine's res advantage. Marines can easily hold 5+ rts, and shipping is very hard to take out as aliens. This move can be justified because gravity is so close.
3. Adding a vent from pipeworks to the top of organ donation.
This should help aliens flank an organ donation PG from pipeworks hive.
Other ideas to throw at you guys:
To nerf a room x/gravity PG, I can remove the hallway from Gravity > Offload (Organ donation). This was added to give aliens extra mobility to gravity, but in fact it turned out to give the marines way too much mobility.
Change Security so that it cannot be accessed from room x / gravity. This can also nerf gravity being so strong.
Please comment on these potential changes, and feel free to add your own. I want to improve jambi as much as possible. Also, please keep in mind the feasibility of your suggestions.
Thanks.
Problems:
1. Jambi is marine favored.
After looking at ns2stats.org, Jambi is currently favoring marines with a 65% win rate. Pipeworks has a 40% alien win rate, while waste has a 30% win rate. While some of the problems with each start hive are related, some are also different.
2. Marines have a huge res advantage.
Because Jambi is a big map, it is very easy for marines to hold 5+ res nodes in a game. Upgrades / jetpacks are relatively easy to get. On Aliens, its a totally different story. Every alien res node is usually being contested throughout the game. With focal points in oxy, organ donation, it can be difficult for aliens to hold res nodes.
3. As each game progresses, it becomes easier for marines to win.
Onos are ineffective on Jambi because of it's size. It can be difficult for onos to re-position on the map, especially with jetpack marines on the field. As marines get more upgrades, fades become pretty obsolete as well, as there are many corners and it can be tough to blink around.
4. Gravity, Room X Phase gates give marines too much access points to key locations. A robo in gravity can help arc out organ donation, pipe, oxy, and waste. It also gives marines easy access to any point along the map.
Potential changes.
1. Remove the smoking lounge pocket from bay wing.
This is a temporary fix. We plan on redesigning bay wing without cat walks, but this should help aliens hold waste hive. Marines can arc out too easily from bay wing.
2 A. Move shipping's rt to repair room.
Shipping RT is too close to marine spawn. When an alien bites on it, a marine can defend it in a matter of seconds.
2 B. Remove shipping's rt.
I am leaning towards this solution. This can help equalize the marine's res advantage. Marines can easily hold 5+ rts, and shipping is very hard to take out as aliens. This move can be justified because gravity is so close.
3. Adding a vent from pipeworks to the top of organ donation.
This should help aliens flank an organ donation PG from pipeworks hive.
Other ideas to throw at you guys:
To nerf a room x/gravity PG, I can remove the hallway from Gravity > Offload (Organ donation). This was added to give aliens extra mobility to gravity, but in fact it turned out to give the marines way too much mobility.
Change Security so that it cannot be accessed from room x / gravity. This can also nerf gravity being so strong.
Please comment on these potential changes, and feel free to add your own. I want to improve jambi as much as possible. Also, please keep in mind the feasibility of your suggestions.
Thanks.